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Everything posted by Noqn
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I have a couple ideas on the top of my head: Add Resources when the effect ends (static duration of 30s), and also make the effect apply another copy of itself on the target when it ends. Take inspiration from Grave Calling, and only trigger the effect after a certain amount of stacks have been accumulated (in this case 1, ignoring the initial tick). Just a hunch, but maybe StatusEffectTrigger with OnInterval doesn't cause an initial tick? My gut feeling tells me that it won't be that outrageous to implement
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Just a thought about the implementation. How about filling the original INS_Brillant_SE_AddResources with all the "tick"-effects? It is already used by all the brilliant effects, so that way you don't have to edit each variant individually. Something like: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "INS_Brilliant_SE_AddResources", "ID": "600e15a1-2db9-45f7-9584-c98d8a9aeff8", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectsValueIDs": [ "1369508f-f6d6-4fa8-86bc-a289881e1c81", "4ab182f9-80ae-4aa4-aa2d-0b1995a980f4", "4a7502c3-ac26-46a0-8214-3faf67995106", "f40ed981-799c-4397-9e10-90a409ecf409", "d9a2e46d-f076-4a13-96f9-3948169c7323", "54bc041c-0f37-4e9f-8cb7-9f9a8463cd50", "0a7f81ca-4bc1-42fb-8665-5821930ba1d7", "3e82b302-8e57-45bc-82e7-1c9c129aa943", "e91bac89-f5f9-4356-ab76-4138fad7b1a4", "5ae7a8c0-582d-49e2-aaf2-78c630e24554" ], "StatusEffectType": "None", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "ApplicationType": "ApplyOnStart" } ] }
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I've implemented the vendor scripts but realized that we haven't discussed the spawn rates for when the vendors refill their inventories. What should the upper/lower bounds be? Should it have a risk of not spawning? Should all vendors have the same rates? Not that it matters but it translates to "Upplysningsdryck" in Swedish.
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(Cost should be 1000g, dunno what's causing that...) The icons are absolutely gorgeous. Maybe the 100x100 is slightly oversized for the crafting menu, but so are most big vanilla potions, and it looks cool anyway. I think it's perfect. Awesome, thanks again! Ah right, does anyone have suggestions for the description or should we roll with the auto-generated one?
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This is indeed a good point. I also like @Boeroer's suggestion of a trinket with drawbacks. (Potion would be easier to design, balance and implement though.) I'm absolutely up for making this for the Balance Patch if you want to include it. On the top of my head, how about requiring Luminous Adra Dust for the recipe? Rare and used for high-tier potions such as Luminous Adra Potion and Potion of Miraculous Healing.
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No, there sadly is no such effect. Edit: after some more thinking, I'm not going to try to make something out of this. It would be insanely convoluted or most likely impossible to implement for abilities that generate continuous attacks, such as beams or pulsing AoEs. I love the concept of anti-confusion, but @Elric Galad's current solution is already superb and not to mention infinitely cleaner implemented, so I feel like this is something I'd only do for the technical challenge.
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Made a new (hidden) Keyword, added it to one of the Brilliant effects. Made a duplicate of the Fireball_Aoe attack named Fireball_Aoe_Brilliant, made it hostile-only and added it as an extra attack to the original Fireball_Aoe. Added a conditional to Fireball_Aoe so that it will ignore all targets if the caster has an effect with the new Brilliant Keyword. Added a conditional to Fireball_Aoe_Brilliant so that it will only fire if the caster has an effect with the new Brilliant Keyword. Basically makes the original attack ignore everything and puts a hostile-only duplicate on top if it when the caster is Brilliant. The process would have to be repeated on all AoE attacks, so dunno if I can automize it and actually make a mod out of this concept, but the result is a lot better than I expected.
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Alchemy 17 LAX03_02_si_fungus_table Through a cautious application of alchemical procedures, you purge the toxins from the beaker, replacing it with a potent admixture of growth enhancers. Arcana 20 LAX03_03_cv_enchanted_armor [Break the enchantment.] Athletics 22 LAX03_02_si_false_wall You throw the whole of your weight and strength against the wall and it collapses under you in a rush of dust and rubble. Bluff 20 28_cv_Kinnuq "I came to pledge my loyalty to Nemnok." Diplomacy 23 LAX03_03_cv_spore_hive_mind "This is wrong. You're clearly more than some parasite." Explosives 20 LAX03_02_si_false_wall You take cover as the expertly-placed implosion charge detonates. With a keening shriek, it tears down the wall, consigning the rubble to the void and leaving the path open to you. History 18 LAX03_02_cv_vithrack_leader "To be binding, this contract should've been ratified by the Huana monarch or their advisor. It was not." Insight 20 lax03_03_cv_book_pedestal_archive_01 Gears click and whir beneath the device's skin. After a few moments listening, a faint tap tap sounds on the inside. Tap, tap. Tap, tap, tap. It stops. Intimidate 22 LAX01_00_cv_whehami "You've seen me fight! I'm the Champion of the Hunt!" Mechanics 26 LAX03_03_si_archives_vault_door After an hour of sweaty, difficult work, a peal of clanging contraptions announces... something. Metaphysics 20 LAX03_04_cv_starmetal You open a metaphysical bridge between your soul and the entities inhabiting the mineral. Religion 16 LAX02_01_cv_hafjorn_confront "Rymrgand did not intend for his child to live forever." Sleight Of Hand 18 LAX03_04_cv_fungus [Harvest the pustules.] Stealth 18 LAX01_00_SI_Old_Bones As you make your way silently through the undergrowth, you overhear a group of kith nearby. You see them moving quietly among the trees, draped in hides and armed for the hunt. Streetwise 20 re_si_supply_wagon_trap "How about I pay you a toll, and we all walk away. This road need not be anyone else's grave." Survival 19 26_si_witch_guardians You trudge onward. Deep pits of water and sucking mud cover the ground everywhere you look, but you manage to avoid them through caution and attentive footing.
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No, that is incorrect. This is what happens when an Attack's Status Effect(s) are applied to a target: The game will iterate through each of the Keywords opposed to the Attack's Keywords (including the Keywords of its Status Effects) and each of the target's active Status Effects. If a Status Effect has any of the opposed Keywords, and that Status Effect's StatusEffectComponent.IsHostile value is not equal to the hostility of the Attack, then the Status Effect will be cleared from the target. The Attack Filter is irrelevant to the behavior of the Keyword Counter mechanic. You are free to open Deadfire's Assembly-CSharp.dll in dnSpy and confirm the StatusEffectManager.ClearOpposingKeywords method yourself.
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If we're talking keyword interactions I think it's worth reiterating that keywords only counter effects of opposite hostility: So self-casting Flame Shield would not cancel your own Spirit Tornado - only hostile effects can do that (and abilities using the literal Immunity effect, like Wave Walker). To me it makes sense to add keywords to friendly status effects as long as it fits. In the case of Spirit Tornado, I think the Frenzy effect should not be tagged with Frost, only the attack. But buffs like Zandethus' Draconic Fury should absolutely have the Fire keyword, for example.
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Same issue, you'd have to override the whole tree to make that change. Adding new abilities is easy because the devs added a whole new gamedata type for appending to a tree (which they do deserve praise for). But there's no way of interacting with old abilities at all with this method, so you're left with overriding the original tree entirely.
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Try this:BlackbowPL7.zip (but as Beoroer said, this will be incompatible with all other mods that directly modify the Wizard tree.) Yep. Adding new abilities to a Progression Table: no sweat, compatible with everything, implemented with majestic elegance Modifying or removing existing abilities... welcome to incompatability hell, I hope you like copypasting 10k lines of JSON just to change a single variable.
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I think which conversations are triggered when speaking to characters are hardcoded in the Unity asset files. You could try inserting a TriggerConversationNode at the right place (and with the right conditionals) in harbinger_leader to intercept the conversation and trigger your own. an example from 04_cv_queen_onezaka_ii_wahaki_quest: